diff options
-rw-r--r-- | rules.js | 139 |
1 files changed, 110 insertions, 29 deletions
@@ -146,34 +146,34 @@ const all_power_generals_rev = all_power_generals.map(list => list.slice().rever const all_pieces = [ ...all_power_generals.flat(), ...all_power_trains.flat() ] const all_generals = [ ...all_power_generals.flat() ] -const all_france_generals = [ +const all_france_bavaria_generals = [ ...all_power_generals[P_FRANCE], ...all_power_generals[P_BAVARIA], ] -const all_prussia_generals = [ +const all_prussia_saxony_generals = [ ...all_power_generals[P_PRUSSIA], ...all_power_generals[P_SAXONY], - ...all_power_generals[P_PRAGMATIC], ] -const all_austria_generals = [ +const all_austria_pragmatic_generals = [ ...all_power_generals[P_AUSTRIA], + ...all_power_generals[P_PRAGMATIC], ] -const all_france_trains = [ +const all_france_bavaria_trains = [ ...all_power_trains[P_FRANCE], ...all_power_trains[P_BAVARIA], ] -const all_prussia_trains = [ +const all_prussia_saxony_trains = [ ...all_power_trains[P_PRUSSIA], ...all_power_trains[P_SAXONY], - ...all_power_trains[P_PRAGMATIC], ] -const all_austria_trains = [ +const all_austria_pragmatic_trains = [ ...all_power_trains[P_AUSTRIA], + ...all_power_trains[P_PRAGMATIC], ] const all_france_allied_trains = [ @@ -200,6 +200,54 @@ const all_france_allied_generals = [ ...all_power_generals[P_SAXONY], ] +const all_powers_prussia_saxony_pragmatic_austria = [ P_PRUSSIA, P_SAXONY, P_PRAGMATIC, P_AUSTRIA ] +const all_powers_france_bavaria_pragmatic_austria = [ P_FRANCE, P_BAVARIA, P_PRAGMATIC, P_AUSTRIA ] +const all_powers_france_bavaria_prussia_saxony = [ P_FRANCE, P_BAVARIA, P_PRUSSIA, P_SAXONY ] + +function all_non_coop_powers(pow) { + switch (pow) { + case P_FRANCE: + case P_BAVARIA: + return all_powers_prussia_saxony_pragmatic_austria + case P_PRUSSIA: + case P_SAXONY: + return all_powers_france_bavaria_pragmatic_austria + case P_PRAGMATIC: + case P_AUSTRIA: + return all_powers_france_bavaria_prussia_saxony + } +} + +function all_controlled_generals(pow) { + switch (pow) { + case P_FRANCE: + case P_BAVARIA: + return all_france_bavaria_generals + case P_PRUSSIA: + case P_SAXONY: + return all_prussia_saxony_generals + case P_PRAGMATIC: + return all_power_generals[P_PRAGMATIC] + case P_AUSTRIA: + return all_power_generals[P_AUSTRIA] + } +} + +function all_controlled_trains(pow) { + switch (pow) { + case P_FRANCE: + case P_BAVARIA: + return all_france_bavaria_trains + case P_PRUSSIA: + case P_SAXONY: + return all_prussia_saxony_trains + case P_PRAGMATIC: + return all_power_trains[P_PRAGMATIC] + case P_AUSTRIA: + return all_power_trains[P_AUSTRIA] + } +} + function all_allied_trains(pow) { switch (pow) { case P_FRANCE: @@ -498,12 +546,11 @@ function has_enemy_piece(to) { return false } -function has_any_other_general(to) { - for (let other of all_powers) - if (other !== game.power) - for (let p of all_power_generals[other]) - if (game.pos[p] === to) - return true +function has_non_cooperative_general(to) { + for (let other of all_non_coop_powers(game.power)) + for (let p of all_controlled_generals(other)) + if (game.pos[p] === to) + return true return false } @@ -590,18 +637,25 @@ function eliminate_general(p, indent) { const POWER_FROM_ACTION_STEP = [ P_FRANCE, // and bavaria P_PRUSSIA, // and saxony - P_AUSTRIA, // and pragmatic army - P_PRAGMATIC, // moves interleaved with austria, but attacks after austria + P_AUSTRIA, // and pragmatic army -- interleave with pragmatic moves on flanders map + P_PRAGMATIC, // interleave with austria moves on flanders map ] function set_active_to_current_action_step() { set_active_to_power(POWER_FROM_ACTION_STEP[game.step]) } +function goto_end_turn() { + // TODO: winter + goto_start_turn() +} + function goto_start_turn() { game.turn += 1 game.step = 0 + log("# Turn " + game.turn) + game.selected = null delete game.ia_lost @@ -617,14 +671,17 @@ function goto_action_stage() { clear_undo() log("=" + game.power) + + // TODO: minor powers controlled at the same time + goto_tactical_cards() } function end_action_stage() { clear_undo() - if (++game.step === 7) - goto_clock_of_fate() + if (++game.step === 4) + goto_end_turn() else goto_action_stage() } @@ -713,7 +770,7 @@ function draw_tc(n) { while (n > 0) { if (game.deck.length === 0) { if (k > 0) - log("Drew " + k + " TC.") + log(POWER_NAME[game.power] + " " + k + " TC.") k = 0 next_tactics_deck() if (game.deck.length === 0) { @@ -727,7 +784,7 @@ function draw_tc(n) { } if (k > 0) - log("Drew " + k + " TC.") + log(POWER_NAME[game.power] + " " + k + " TC.") } function goto_tactical_cards() { @@ -758,6 +815,26 @@ function end_tactical_cards() { // MARIA: supply is before movement + if (game.power === P_FRANCE) { + set_active_to_power(P_BAVARIA) + goto_tactical_cards() + return + } + if (game.power === P_BAVARIA) + set_active_to_power(P_FRANCE) + + if (game.power === P_PRUSSIA) { + set_active_to_power(P_SAXONY) + goto_tactical_cards() + return + } + if (game.power === P_SAXONY) + set_active_to_power(P_PRUSSIA) + + // TODO: draw pragmatic cards before austria moves + + // MARIA TODO: supply! + goto_movement() } @@ -873,7 +950,7 @@ states.movement = { let done_generals = true let done_trains = true - for (let p of all_power_generals[game.power]) { + for (let p of all_controlled_generals(game.power)) { if (!set_has(game.moved, p) && game.pos[p] < ELIMINATED) { if (can_general_move_anywhere(p)) { gen_action_piece(p) @@ -882,7 +959,7 @@ states.movement = { } } - for (let p of all_power_trains[game.power]) { + for (let p of all_controlled_trains(game.power)) { if (!set_has(game.moved, p) && game.pos[p] < ELIMINATED) { if (can_train_move_anywhere(p)) { gen_action_piece(p) @@ -910,6 +987,8 @@ states.movement = { let here = game.pos[p] + set_active_to_power(piece_power[p]) + // Note: Can only move one piece at a time in Maria! game.selected = [ p ] @@ -960,7 +1039,7 @@ function can_move_train_to(to) { function can_move_general_in_theory(_p, to) { if (has_friendly_supply_train(to)) return false - if (has_any_other_general(to)) + if (has_non_cooperative_general(to)) return false if (has_enemy_supply_train(to)) return false @@ -972,7 +1051,7 @@ function can_move_general_in_theory(_p, to) { function can_move_general_to(to) { if (has_friendly_supply_train(to)) return false - if (has_any_other_general(to)) + if (has_non_cooperative_general(to)) return false if (has_enemy_supply_train(to)) return false @@ -994,11 +1073,11 @@ function move_general_to(to) { // uniting stacks (turn all oos if one is oos) let oos = false - for (let p of all_power_generals[game.power]) + for (let p of all_controlled_generals(game.power)) if (game.pos[p] === to && is_out_of_supply(p)) oos = true if (oos) - for (let p of all_power_generals[game.power]) + for (let p of all_controlled_generals(game.power)) if (game.pos[p] === to) set_out_of_supply(p) @@ -1034,7 +1113,7 @@ function move_general_to(to) { } // uniting stacks: flag all as moved and stop moving - for (let p of all_power_generals[pow]) { + for (let p of all_controlled_generals(pow)) { if (game.pos[p] === to && !set_has(game.selected, p)) { set_add(game.moved, p) stop = true @@ -1229,6 +1308,8 @@ function end_move_piece() { delete game.move_path game.selected = null game.state = "movement" + + set_active_to_current_action_step() } /* RECRUITMENT */ @@ -1291,7 +1372,7 @@ function has_available_depot() { function can_re_enter_general(to) { if (has_friendly_supply_train(to)) return false - if (has_any_other_general(to)) + if (has_non_cooperative_general(to)) return false if (1 + count_generals(to) > 3) return false @@ -1525,7 +1606,7 @@ function goto_combat() { let from = [] let to = [] - for (let p of all_power_generals[game.power]) + for (let p of all_controlled_generals(game.power)) if (game.pos[p] < ELIMINATED) set_add(from, game.pos[p]) |